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Copy file name to clipboardExpand all lines: src/docs/enums/repentogon.json
+23-11Lines changed: 23 additions & 11 deletions
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@@ -372,10 +372,6 @@
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"value": "1152",
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"comment": "(Entity, Vector Offset) - Called before the lighting of an entity is rendered. Return a Vector to modify render offset or `false` to cancel rendering."
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},
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"MC_PRE_PLAYER_APPLY_INNATE_COLLECTIBLE_NUM": {
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"value": "1092",
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"comment": "(integer ModCount, EntityPlayer Player, CollectibleType Type, boolean OnlyCountTrueItems): integer - Called when getting the amount of innate items on the player. Return an integer to modify how many of a specific innate item the player has."
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},
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"MC_PRE_MUSIC_PLAY_JINGLE": {
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"value": "1094",
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"comment": "(Music MusicID): Music | boolean, Optional Arg: Music - Called before a music jingle is played. Return `Music` to change the track or `false` to cancel the track."
@@ -910,7 +906,11 @@
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},
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"MC_PRE_PICKUP_GET_LOOT_LIST": {
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"value": "1334",
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"comment": "(EntityPickup Pickup, boolean ShouldAdvance): LootList - Called before the pickup determines its loot content. Return `LootList` to change loot content."
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"comment": "(EntityPickup Pickup, boolean ShouldAdvance, RNG, EntityPlayer Player): LootList - Called before the pickup determines its loot content. Accepts a `LootList` to completely replace loot content. If `ShouldAdvance` is `false`, the loot is being checked (such as for a Guppy's Eye preview) but the RNG should not be advanced. The provided RNG (the DropRNG of the entity) will be reset at the end of the callback to preserve the original seed, so you can use the provided RNG for easy consistent results between loot previews and when the loot actually spawns."
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},
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"MC_POST_PICKUP_GET_LOOT_LIST": {
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"value": "1336",
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"comment": "(EntityPickup Pickup, boolean ShouldAdvance, RNG, EntityPlayer Player): LootList - Called after the pickup determines its loot content. The provided `LootList` can be modified, so this is a good place to make small modifications such as adding to the loot. If `ShouldAdvance` is `false`, the loot is being checked (such as for a Guppy's Eye preview) but the RNG should not be advanced. The provided RNG (the DropRNG of the entity) will be reset at the end of the callback to preserve the original seed, so you can use the provided RNG for easy consistent results between loot previews and when the loot actually spawns."
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},
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"MC_PRE_PICKUP_UPDATE_GHOST_PICKUPS": {
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"value": "1335",
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},
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"MC_PRE_PLAYER_ADD_COSTUME": {
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"value": "1281",
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"comment": "(ItemConfigItem itemConfig, EntityPlayer Player, boolean ItemStateOnly): ItemConfigItem | boolean - Called before the costume is added to the player. Return `ItemConfigItem` to replace the costume or `true` to cancel adding it entirely."
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"comment": "(ItemConfigItem itemConfig, EntityPlayer Player, boolean ItemStateOnly): ItemConfigItem | boolean, Optional Arg: ItemConfigItem - Called before the costume is added to the player. Return `ItemConfigItem` to replace the costume or `true` to cancel adding it entirely."
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},
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"MC_PRE_PLAYER_REMOVE_COSTUME": {
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"value": "1282",
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"comment": "(ItemConfigItem itemConfig, EntityPlayer Player): boolean - Called before the costume is removed from the player. Return `true` to cancel the removal."
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"comment": "(ItemConfigItem itemConfig, EntityPlayer Player): boolean, Optional Arg: ItemConfigItem - Called before the costume is removed from the player. Return `true` to cancel the removal."
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},
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"MC_POST_PLAYER_ADD_COSTUME": {
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"value": "1283",
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"comment": "(ItemConfigItem itemConfig, EntityPlayer Player, boolean ItemStateOnly) - Called after the costume is added to the player successfully."
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"comment": "(ItemConfigItem itemConfig, EntityPlayer Player, boolean ItemStateOnly), Optional Arg: ItemConfigItem - Called after the costume is added to the player successfully."
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},
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"MC_POST_PLAYER_REMOVE_COSTUME": {
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"value": "1284",
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"comment": "(ItemConfigItem itemConfig, EntityPlayer Player): boolean - Called after the costume is removed from the player successfully."
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"comment": "(ItemConfigItem itemConfig, EntityPlayer Player): boolean, Optional Arg: ItemConfigItem - Called after the costume is removed from the player successfully."
"comment": "(PillEffect PillEffectID, PillColor PillColorID) - Called after `ItemPool:ForceAddPillEffect` is used to forcibly add a pill effect to the current pill pool.`"
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},
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"MC_EVALUATE_CUSTOM_CACHE" : {
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"value": "1224",
@@ -1399,6 +1399,14 @@
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"MC_POST_GRID_HURT ": {
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"value": "1018",
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"comment": "(Entity Source, Vector Diration, number DamageScale), Optional Arg: GridEntityType - Called after a GridEntityPoop or GridEntityTNT successfully takes damage."
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},
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"MC_PRE_SHUFFLE_COSTUMES ": {
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"value": "1494",
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"comment": "(EntityPlayer Player, integer seed): boolean, Optional Arg: PlayerType - Called when shuffling costumes with `EntityPlayer:ShuffleCostumes`. Return `false` to cancel the shuffle."
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},
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"MC_POST_SHUFFLE_COSTUMES ": {
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"value": "1495",
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"comment": "(EntityPlayer Player, integer seed), Optional Arg: PlayerType - Called when shuffling costumes with `EntityPlayer:ShuffleCostumes`."
---@paramIgnoreModifiers?boolean @default: `false`. If set to `true`, only counts collectibles the player actually owns and ignores effects granted by other items and if its blocked by effects such as the curse mist.
---@paramIgnoreModifiers?boolean @default: `false`. If set to `true`, only counts collectibles the player actually owns and ignores effects granted by other items and if its blocked by effects such as the curse mist.
---Group is only used by effects that need to randomly select a room to warp to (e.g. Teleport, Gold Pill Teleport, etc.). A room can only be selected if its group is either `RoomGroup.GROUP_NONE` or matches the current room's group.
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---
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---By default, all rooms use `RoomGroup.GROUP_NONE`. The only exception is Ultra Secret Rooms, which are assigned a different group by the game during level generation.
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---@returnRoomGroup | integer
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functionRoomDescriptor_RGON:GetGroup()
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end
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---**It is suggested to use CreateGroup instead of setting an arbitrary group.**
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---
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---Group is only used by effects that need to randomly select a room to warp to (e.g. Teleport, Gold Pill Teleport, etc.). A room can only be selected if its group is either `RoomGroup.GROUP_NONE` or matches the current room's group.
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---
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---By default, all rooms use `RoomGroup.GROUP_NONE`. The only exception is Ultra Secret Rooms, which are assigned a different group by the game during level generation.
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---@paramgroupRoomGroup | integer
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functionRoomDescriptor_RGON:SetGroup(group)
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end
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---Creates a new unique group id for `SetGroup`.
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---
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---**The function will error if a group with the specified name already exists.**
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---@paramgroupNamestring
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---@returninteger
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function_G.RoomDescriptor.CreateGroup(groupName)
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end
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---Returns the group id tied to the specified name.
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---@paramgroupNamestring
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---@returninteger? @Returns `nil` if the name has not been registered.
---@paramIgnoreSpoof?boolean @default: `false`. Ignores innate items when set to true.
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---@paramIgnoreModifiers?boolean @default: `false`. If set to `true`, only counts collectibles the player actually owns and ignores effects granted by other items and if its blocked by effects such as the curse mist.
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---@paramIgnoreSpoof?boolean @default: `false`. Ignores innate items when set to `true`.
---@paramIgnoreSpoof?boolean @default: `false`. Ignores innate items when set to true.
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---@paramIgnoreModifiers?boolean @default: `false`. If set to `true`, only counts collectibles the player actually owns and ignores effects granted by other items and if its blocked by effects such as the curse mist.
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---@paramIgnoreSpoof?boolean @default: `false`. Ignores innate items when set to `true`.
Copy file name to clipboardExpand all lines: src/docs/repentogon_new/PlayerManager.lua
+8-5Lines changed: 8 additions & 5 deletions
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@@ -3,14 +3,16 @@ _G.PlayerManager = {}
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---Returns true if any player has the provided collectible.
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---@paramcollectibleCollectibleType
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---@paramignoreModifiers?boolean @default: `false`. If set to `true`, only counts collectibles the player actually owns and ignores effects granted by other items and if its blocked by effects such as the curse mist.
---Returns true if any player has the provided trinket.
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---@paramtrinketTrinketType
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---@paramignoreModifiers?boolean @default: `false`. If set to `true`, only counts trinkets the player actually owns and ignores effects granted by other items and if its blocked by effects such as the curse mist.
---Returns true if any player matches the provided PlayerType.
@@ -60,8 +62,9 @@ end
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---Returns the total number of the specified collectible held by all players.
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---@paramcollectibleCollectibleType
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---@paramignoreModifiers?boolean @default: `false`. If set to `true`, only counts collectibles the player actually owns and ignores effects granted by other items and if its blocked by effects such as the curse mist.
---@paramignoreModifiers?boolean @default: `false`. If set to `true`, only counts trinkets the player actually owns and ignores effects granted by other items and if its blocked by effects such as the curse mist.
---@paramignoreModifiers?boolean @default: `false`. If set to `true`, only counts collectibles the player actually owns and ignores effects granted by other items and if its blocked by effects such as the curse mist.
---@paramKeepSeed?boolean @default: `false. If set to `true`, keeps the initial RNG seed of the pickup instead of rerolling it
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---@paramIgnoreModifiers?boolean @default: `false`. If set to `, ignores item effects that might turn this pickup into something other than the specificed variant and sub-type. Specifically, this can be used to prevent a collectible from being affected by Tainted Isaac's rotation mechanic. (For example, if you manually spawn a quest collectible such as a Polaroid, it will be affected by Tainted Isaac's rotation mechanic, which is normally undesired. To fix this, you can immediately morph it into the same entity type / variant /sub-type after spawning with this argument set to true.)
---@paramIgnoreModifiers?boolean @default: `false`. If set to `true`, only counts trinkets the player actually owns and ignores effects granted by other items and if its blocked by effects such as the curse mist.
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